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Built out a lot of the GameMap node, as well a laid the skeleton for the Editor node. Kinda learned I need a map editor, so, figured I'd just roll that into the GameMap.

master
Bryan Miller преди 6 години
родител
ревизия
dbbd5661f2
променени са 1 файла, в които са добавени 253 реда и са изтрити 2 реда
  1. +253
    -2
      game/nodes.py

+ 253
- 2
game/nodes.py Целия файл

@@ -6,7 +6,7 @@ class NodeInterface(gbe.nodes.NodeSurface):
def __init__(self, name="Interface", parent=None):
try:
gbe.nodes.NodeSurface.__init__(self, name, parent)
except NodeError as e:
except gbe.nodes.NodeError as e:
raise e

def on_render(self):
@@ -20,8 +20,259 @@ class NodeGameMap(gbe.nodes.Node2D):
def __init__(self, name="GameMap", parent=None):
try:
gbe.nodes.Node2D.__init__(self, name, parent)
except NodeError as e:
except gbe.nodes.NodeError as e:
raise e
self._renderMode = 0 # 0 = Top-down | 1 = Perspective
self._layer = {}
self._currentLayer = ""
self._res = {
"environment":"",
"walls":""
}
self._topdown = {
"size":8, # Pixels square
"wall_color":pygame.Color(255, 255, 255),
"blocked_color":pygame.Color(255, 0, 0)
}
self._orientation = "n"

@property
def environment_resource(self):
return self._res["horizon"]

@property
def wall_resource(self):
return self._res["walls"]

@property
def layer_count(self):
return len(self._layer)

@property
def current_layer(self):
return self._currentLayer

@property
def current_layer_width(self):
if self._currentLayer != "":
return self._layer[self._currentLayer]["w"]
return 0

@property
def current_layer_height(self):
if self._currentLayer != "":
return self._layer[self._currentLayer]["h"]
return 0

@property
def layer_names(self):
names = []
for key in self._layer:
names.append(names)
return names


def set_resources(self, environment, walls):
res = self.resource
if environment != self._res["environment"]:
if res.is_valid("graphic", environment):
self._res["environment"] = environment
if walls != self._res["walls"]:
if res.is_valid("graphic", walls):
self._res["walls"] = walls


def add_layer(self, name, w, h):
if name == "" or name in self._layers:
return
self._layer[name] = {
"w":w,
"h":h,
"cells":[]
}
for c in range(0, w*h):
self._layer[name]["cells"][c] = {
"c":0, # Sky / Ceiling
"g":0, # Ground
"n":[-1,False], # North Wall | [<graphic index, -1 = None>, <blocking>]
"s":[-1,False], # South Wall
"e":[-1,False], # East Wall
"w":[-1,False] # West Wall
}
if self._currentLayer == "":
self._currentLayer = name

def set_cell_env(self, x, y, ceiling=-1, ground=-1):
if self._currentLayer == "":
return
layer = self._layer[self._currentLayer]
if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
index = (y * layer["w"]) + x
cell = layer["cells"]
if ceiling >= 0:
cell[index]["c"] = ceiling
if ground >= 0:
cell[index]["g"] = ground

def fill_cell_env(self, x1, y1, x2, y2, ceiling=-1, ground=-1):
if self._currentLayer == "":
return
for y in range(y1, y2+1):
for x in range(x1, x2+1):
self.set_cell_env(x, y, ceiling, ground)

def set_cell_face(self, x, y, face, gi=-2, blocking=None):
if self._currentLayer == "" or not (face == "n" or face == "s" or face == "w" or face == "e"):
return
layer = self._layer[self._currentLayer]
if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
index = (y * layer["w"]) + x
cell = layer["cells"]
if gi >= -1:
cell[index][face][0] = gi
if blocking is not None:
cell[index][face][1] = (blocking == True)
else:
if gi == -1: # If gi = -1, there is no wall, so, by default, there is no blocking.
cell[index][face][1] = False
else: # Otherwise, blocking is assumed :)
cell[index][face][1] = True
elif blocking is not None:
blocking = (blocking == True) # Forcing a boolean
cell[index][face][1] = blocking

def turn_left(self):
onum = self._d_s2n(self._orientation)
onum -= 1
if onum < 0:
onum = 3
self._orientation = self._d_n2s(onum)

def turn_right(self):
onum = self._d_s2n(self._orientation)
onum += 1
if onum > 3:
onum = 0
self._orientation = self._d_n2s(onum)


def is_passible(self, x, y, d):
"""
Returns true if it's possible to move forward from the x, y map position in the direction given.
d - 0 = North, 1 = East, 2 = South, 3 = West
"""
if self._currentLayer == "" or d < 0 or d >= 4:
return False
layer = self._layer[self._currentLayer]
if x >= 0 and x < layer["w"] and y >= 0 and y < layer["h"]:
index = (y * layer["w"]) + x
d = self._d_n2s(d)
return not layer["cells"][index][d][1]
return False


def _d_n2s(self, d): # _(d)irection_(n)umber_to_(s)tring
if d == 0:
return "n"
elif d == 1:
return "e"
elif d == 2:
return "s"
elif d == 3:
return "w"
return ""

def _d_s2n(self, d):
if d == "n":
return 0
elif d == "e":
return 1
elif d == "s":
return 2
elif d == "w":
return 3
return -1

def _indexFromPos(self, x, y):
if x >= 0 and x < self.current_layer_width and y >= 0 and y < self.current_layer_height:
return (y * self.current_layer_width) + x
return -1

def _getCell(self, x, y):
index = self._indexFromPos(x, y)
if index < 0:
return None
return self._layer[self._currentLayer]["cells"][index]


def _RenderTopDown(self):
cell_size = self._topdown["size"]
size = self.resolution
pos = self.position
lsize = (self.current_layer_width, self.current_layer_height)
hcells = int(size[0] / cell_size)
vcells = int(size[1] / cell_size)
cx = pos[0] - int(hcells * 0.5)
cy = pos[1] - int(vcells * 0.5)
ry = -4
for j in range(0, vcells+1):
y = cy + j
if y >= 0 and y < lsize[1]:
rx = -1
for i in range(0, hcells+1):
x = cx + i
if x >= 0 and x < lsize[0]:
cell = self._getCell(x, y)
if cell["n"][0] >= 0:
self.draw_rect((rx, ry, cell_size, 2), self._topdown["wall_color"], 0, self._topdown["wall_color"])
if cell["e"][0] >= 0:
self.draw_rect((rx+(cell_size-2), ry, 2, cell_size), self._topdown["wall_color"], 0, self._topdown["wall_color"])
if cell["s"][0] >= 0:
self.draw_rect((rx, ry+(cell_size-2), cell_size, 2), self._topdown["wall_color"], 0, self._topdown["wall_color"])
if cell["w"][0] >= 0:
self.draw_rect((rx, ry, 2, cell_size), self._topdown["wall_color"], 0, self._topdown["wall_color"])

if cell["n"][1] == True:
self.draw_lines([(rx+1, ry+1), (rx+(cell_size-1), ry+1)], self._topdown["blocked_color"], 1)
if cell["e"][1] == True:
self.draw_lines([(rx+(cell_size-2), ry+1), (rx+(cell_size-2), ry+(cell_size-2))], self._topdown["blocked_color"], 1)
if cell["s"][1] == True:
self.draw_lines([(rx+1, ry+(cell_size-2)), (rx+(cell_size-2), ry+(cell_size-2))], self._topdown["blocked_color"], 1)
if cell["w"][1] == True:
self.draw_lines([(rx+1, ry+1), (rx+1, ry+(cell_size-2))], self._topdown["blocked_color"], 1)
rx += cell_size
ry += cell_size



def _RenderPerspective(self):
pass

def on_render(self):
if self._renderMode == 0:
self._RenderTopDown()
else:
self._RenderPerspective()



class MapEditor(gbe.nodes.Node2D):
def __init__(self, name="MapEditor", parent=None):
try:
gbe.nodes.Node2D.__init__(self, name, parent)
except gbe.nodes.Node2D as e:
raise e

def on_start(self):
pass

def on_pause(self):
pass









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